Command and Conquer: Tiberian Sun Unit/Structures and Strategies FAQ
For PC
By Ganon Killer
Version 0.1
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Table of Contents
1.Intro/Legal Notices=Done
2.Updates=Done
3.Nod Units/Structures=Done
4.GDI Units/Structures=Done
5.A Quick Look at the Sides=Done
6.Nod Strategies=Done
7.GDI Strategies=Done
8.Nod Missions
9.GDI Missions
10.Firestorm Section
I.GDI
II.Nod
11.Credits=Done
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Intro/Legal Notices
Welcome to my guide for Command and Conquer: Tiberian Sun units and structures.
I hope you enjoy.
Don't use this guide to make money in any shape or form. IT IS MINE. DO NOT
PLAGERIZE. It may only be displayed on Gamefaqs.com.
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Updates
09, August, 2002=Submitted the FAQ and it got posted. Unless I decide to revise
or add it's done.
11, August, 2002=I'm adding mission walkthroughs and a Firestorm section so you
can be expectant...
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Nod Unit/Structures
Units
The units guide will follow this format
(Name)(Cost)(Rating)(Armor)(Description)
Light Infantry: 120: 1/5: Light: Useful for scouting and small early game
rushes, but that's about all.
Rocket Infantry: 300: 2/5: Light: These are good against vehicles but not so
bright against infantry .Can shoot air units.
Engineer: 500: 5/5: Light: This IS the best unit in the game, it can repair
friendly structures to full health, and capture enemy structures forever. Put
them in a Subterranean APC and come up in their base, you can do terrible
damage that way.
Cyborg: 650: 2/5: Medium: This unit can't be run over by vehicles and can heal
in tiberium, both plus sides but his gun doesn't do much damage and since he is
electronic can be disabled by an E.M. Pulse.
Attack Buggy: 300: 1/5: Light: These are fast and good for scouting, but they
can't stand against vehicles or any explosive weapon.
Attack Cycle: 600: 3/5: Light: At first these look like a bad unit because of
their horrid armor, but can be good scout units. You can also rush an opponent
early on with these for a quick kill.
Harvester: 1400: 5/5: Heavy: These have no weapon but collect tiberium which is
returned to the refinery for credits. PROTECT THESE AT ALL COSTS.
Tick Tank: 800: 4/5: Heavy: Nod's basic tank, it can be used in masse to blow
away bases quickly but expect high losses. Can deploy to get more firepower,
range, and defense.
Subterranean APC: 800: 5/5: Medium: Good for bringing a bunch of engineers or a
Cyborg Commando into the heart of a base...
Devil's Tongue: 700: 4/5: Light: These are good units. They have light armor
but their ability to burrow like the subterranean apc I awesome. Their flame
guns kill infantry and structures quickly. Try surfacing 20 of these in an
enemy base, but be careful their flames hurt each other.
Stealth Tank: 1100: 2/5: Light: Weak armor and weapons make a bad tank, this
has both. Though this unit can scout good because of it's cloaking. Can shoot
air units.
Artillery: 975: 5/5: Medium: These ROCK! They have extreme power and range
which makes up for the fact you have to deploy it before it can fire. You can
use it for base defense or just move them close to the enemies base and deploy
though you need to protect them with anti-air units.
Mobile Repair Vehicle: 800: 5/5: Light: This unit repairs other units free of
charge and is the only way Nod can repair their units. Always keep a couple on
guard mode behind an attack force.
Harpy: 750: 1/5: Light: This unit can scout and shoot infantry, that's it. Oh
and it has bad armor. These must resupply at a helipad.
Banshee: 1500: 4/5: Medium: These guys are good against structures, 10-15 can
take out any structure in 1 run, and since they carry three ammo you can take
out three structures, and their fast. Must resupply at a helipad
Weed Eater: 1400: 3/5: Heavy: Used to collect tiberium veins for Chemical
missiles which are REALLY annoying. Get 5 or 6 to churn out missiles real
quick.
Cyborg Commando: 2000: 5/5: Heavy: Real powerful can destroy most vehicles and
structures within 3 shots, but his reload time and and his ability to hit air
targets make him a support unit. He can heal in tiberium and is slow.
Mutant Hijacker: 1800:1/5: Light: You can use him to permanently capture a
vehicle. He is also quite fast and can heal in tiberium.
MCV: 2500: 5/5: Heavy: slow but heavily armored this deploys into a Con. Yard.
Structures
This guide will follow this format.(Name)(Cost)(Rating)(Armor)(Power
usage)(Description)
Construction Yard: n/a: 5/5: Heavy: n/a: This is your most important structure
as it allows you to build other structures. Protect it well. The MCV deploys
into this so always keep an MCV on hand.
Power Plant: 300: 5/5: Light: +100: This structure is critical to your base as
it supplies power, each plant supplies 100 power. Without full power
construction slows down, base defenses go down and radar stops working, as a
power plant gets damaged it produces less power.
Hand of Nod: 300: 5/5: Heavy: 20: This structure produces all Nod infantry and
is where bought infantry come out. If destroyed you cant buy infantry
Refinery: 2000: 5/5: Heavy: 30: This is where Harvesters drop off their
tiberium and it is stored. If this structure is blown up or captured you will
lose the amount of credits in the structure so it's always good to have a few
extra ones. You get one harvester with the refinery.
War Factory: 2000: 5/5: Heavy: 30: This is where all Nod vehicles are bought.
If it is destroyed you cant buy vehicles.
Radar: 1000: 5/5: Medium: 40: This allows you to have radar which is very
useful and it also allows you to buy advanced units and structures.
Silo: 150: 3/5: Light: 10: Stores 2000 extra Credits if you have this on hand
and your refinery is blown up the credits will come here.
Laser: 300: 3/5: Heavy: 40: This laser is Nods basic base defense. It can be
used with efficiency against vehicles and infantry alike. Good cheap base
defense though it drains a lot of power. It can function when power is low.
SAM: 750: 4/5: Medium: 30: This is your best bet against air units, though it
will take a lot of SAMS to shoot down a large air raid, you usually will take
losses.
Pavement: 25: 1/5: n/a: n/a: Though this makes your units go faster on it and
keeps subterranean from surfacing under it and keeps craters from appearing in
your base it takes a LOT of time to put up a half decent paving and by that
time your being blown away by your enemies.
Helipad: 500: 4/5: Medium: 10: This allows you to build air units and refuels
them, you should have 1 for every air unit you have.
Wall: 50: 5/5: Heavy: n/a: This is useful for keeping engineers out by walling
in a structure, can also build barricades with it.
Automatic Gate: 250: 1/5: Light: 0: This really only has one good use. If you
are in a base area with 1 entrance, put a gate there it will slow down
attacking enemies.
E.M.P. Cannon: 1000: 5/5: Medium: 150: This disables any electronic unit. (It
disables all vehicles and Nod cyborgs) It only has a limited range so its best
used for base defense to stop a horde of incoming tanks and then rip them to
shreds while they are helpless.
Waste Facility: : 4/5: Medium: 40: Weed Eaters deposit their veins here, until
you get enough to make a chemical missile. You need a missile silo to launch
the Chemical Missiles.
Obelisk of Light: 1500: 5/5: Heavy: 150: This is Nods best base defense, it
drains a lot of power but destroys all units within 3 shots. Its only
disadvantage is it takes a long time to charge.
Stealth Generator: 2500: 4/5:Light: 350: This structure cloaks all units and
structures within its radius but it takes large amounts of power to keep it
online. Don't use it against the computer they automatically know where you
are.
Advanced Power Plant: 500: 5/5: Light: +200: This structure provides twice as
much power as a normal Power Plant. This is the equivalent of a GDI Power Plant
with 3 turbines. As a advanced power plant gets damaged it produces less power.
Missile Silo: : 5/5: Heavy: 50: You need this structure to build Tiberium Waste
Facilitys and to launch Chem. Missiles and Multi Missiles. If their is low
power the missiles wont charge.
Tech Center: 2000: 5/5: Light: 100: This structure allows you to build advanced
units and structures.
Temple of Nod: 3000: 5/5: 2000: This structure allows you to launch hunter
seeker droids and buy cyborg commandos and mutant hijacker.
Laser Fence Post: 200: 1/5: 25: This projects a laser between them if they are
lined up, but it is expensive and power draining.
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GDI Units/Structures
Units
The units guide will follow this format
(Name)(Cost)(Rating)(Armor)(Description)
Light Infantry: 120: 1/5: Light: Useful for scouting and small early game
rushes, but that's about all.
Disc Thrower: 200: 3/5: Light: These are GOOD. Give them medic support and they
can last a long time. They are good against infantry and vehicles alike.
Engineer: 500: 5/5: Light: This IS the best unit in the game, it can repair
friendly structures to full health, and capture enemy structures forever.
Unfortunenantly GDI doesn't have a good APC so GDI players cant be as effective
with them though you could drop off an APC full of them with a carryall.
Jump Jet Infantry: 600: 2/5: Light: These infantry can fly and they stay in the
air while they attack, but they are expensive to buy and are weak to anti air
weapons, 4 missiles will kill them. They CAN however be used for quick raids
against areas with no air defense with good success.
Wolverine: 300: 1/5: Light: These are the GDI equivalent of the buggy. These
have a little more armor than the buggy but less speed.
Titan: 800: 4/5: Heavy: This is GDI's basic tank. It can be used in mass to
kill bases but expect heavy losses this way.
Amphibious APC: 800: 2/5: Medium: This is GDI's APC and it sucks. The only
effective way to get this into a heavily defended base is to drive it in with a
carryall which is risky, if it gets shot down you lose the units inside. It can
also go through water.
Harvester: 1400: 5/5: Heavy: These have no weapon but collect tiberium which is
returned to the refinery for credits. PROTECT THESE AT ALL COSTS.
Hover MRLS: 950: 4/5: Light: These are very good against vehicles and aircraft
but they are not effective against infantry. They can also float over water
making them a scout unit. They however have weak armor.
Disruptor: 1100: 5/5: Heavy: These are really good they have the most amount of
armor than any other GDI unit. They have super powerful guns that do massive
damage. They shoot a beam that hurts any unit in its path but it doesn't hurt
other disruptors.10 of these can layer a base.
Mobile Sensor Array: 975: 3/5: Light: These, when deployed will detect any
stealth/underground unit in its radius. Can be useful to see those Devils
Tongues coming...
Mammoth Mk. II: 3000: 4/5: Heavy: This unit has a little more power than the
cyborg commando and it has SAM on its back but it is easier to destroy than the
commando. It also regenerates its health back to 50% over time.
Orca Fighter: 1200: 3/5: Light: This air unit holds 5 salvos of missiles and
does considerable damage to infantry, structures and vehicles, but it can be
easily shot down because of light armor.must be rearmed at a helipad.
Orca Bomber: 1500: 5/5: Heavy: This is the best air unit, it has heavy armor,
extreme power, and its slow. You can easily decimate a base using these.
Orca Carryall: 800: 4/5: Medium: This unit can pick up every vehicle in the
game and carry them places but if is shot down while carrying a unit the unit
will be lost.
MCV: 2500: 5/5: Heavy: Heavy: slow but heavily armored this deploys into a Con.
Yard.
Structures
This guide will follow this format.(Name)(Cost)(Rating)(Armor)(Power
usage)(Description)
Construction Yard: n/a: 5/5: Heavy: n/a: This is your most important structure
as it allows you to build other structures. Protect it well. The MCV deploys
into this so always keep an MCV on hand.
Power Plant: 300: 5/5: Light: +100: This structure is critical to your base as
it supplies power, each plant supplies 100 power. Without full power
construction slows down, base defenses go down and radar stops working, as a
power plant gets damaged it produces less power. GDI can add power turbines on
their power plants which increase power output.
Barracks: 300: 5/5: Heavy: 20: This structure produces all GDI infantry and is
where bought infantry come out. If destroyed you cant buy infantry.
Refinery: 2000: 5/5: Heavy: 30: This is where Harvesters drop off their
tiberium and it is stored. If this structure is blown up or captured you will
lose the amount of credits in the structure so it's always good to have a few
extra ones. You get one harvester with the refinery.
War Factory: 2000: 5/5: Heavy: 30: This is where all Nod vehicles are bought.
If it is destroyed you can't buy vehicles.
Power Turbine: 150: 5/5: n/a: +50: Put this on a power plant to increase power
output.
Radar: 1000: 5/5: Medium: 40: This allows you to have radar which is very
useful and it also allows you to buy advanced units and structures.
Silo: 150: 3/5: Light: 10: Stores 2000 extra Credits if you have this on hand
and your refinery is blown up the credits will come here.
Component Tower: 300: 5/5: 0: You place tower upgrades on this, it IS GDI's
base defenses.
Vulcan Upgrade: 150: 3/5: 10: This was intended for anti infantry use and it
does little damage against vehicles.
SAM Upgrade: 300: 3/5: 30: This is GDI's SAM site, it is like Nod's in terms of
firepower.
RPG Upgrade: 600: 4/5: 600: This is GDI's anti vehicle defense though it is
equally effective against infantry. It can't fire close up.
Pavement: 25: 1/5: n/a: n/a: Though this makes your units go faster on it and
keeps subterranean from surfacing under it and keeps craters from appearing in
your base it takes a LOT of time to put up a half decent paving and by that
time your being blown away by your enemies.
Helipad: 500: 4/5: Medium: 10: This allows you to build air units and refuels
them, you should have 1 for every air unit you have.
Automatic Gate: 250: 1/5: Light: 0: This really only has one good use. If you
are in a base area with 1 entrance, put a gate there it will slow down
attacking enemies.
E.M.P. Cannon: 1000: 5/5: Medium: 150: This disables any electronic unit. (It
disables all vehicles and Nod cyborgs) It only has a limited range so its best
used for base defense to stop a horde of incoming tanks and then rip them to
shreds while they are helpless.
Tech Center: 2000: 5/5: Light: 100: This structure allows you to build advanced
units and structures.
Upgrade Center: 2000: 5/5: Light: 50: This structure once upgraded allows you
to fire the ion cannon and and hunter seeker.
Seeker Control: 1000: 5/5: n/a: 50: When you put this on the upgrade center you
can fire hunter seekers.
Ion Cannon Uplink: 1000: 5/5: n/a: 50: When you put this on the Upgrade center
you can fire the ion cannon.
Firestorm Genarator: 2000: 3/5: Medium: 100: Allows you to build firestorm wall
sections. To use the firestorm it must charge, and it can block multi missiles.
Firestorm Wall Section: 50: 3/5: Light: 10: These is what the Firestorm
Genarator Charges, when turned on any unit that touches it is instantly killed.
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A Quick Look at the Sides
Here I will give a brief overview of the different sides strengths and
weaknesses.
Nod: Pros: Nod has stealth technology.
Nod has subterranean units. (Especially the APC)
Nod has ARTILLERY!!!!
Nod has better base defenses.
Nod has better super weapons.
Cons: Nod's tanks have weaker armor than GDI.
Nod's base defenses use more power than GDI'S.
Nod's aircraft are weaker than GDI'S.
Nod's infantry are weaker than GDI's.
Overall Nod Statement: Nod needs more stealthy ways of winning that don't
require direct combat. Nod needs to take advantage of their subterranean units
and artillery.
GDI: Pros: GDI has better armor than Nod.
GDI has better infantry than Nod.
GDI has better aircraft then Nod.
GDI has cheaper base defenses.
Cons: GDI has no stealth.
GDI has no subterranean units.
GDI has weak base defenses.
GDI has worse super weapons then Nod.
Overall GDI Statement: GDI needs to take advantage of its better armor and go
all out on the weaker Nod tanks, they also should take advantage of their
superior aircraft.
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Nod Strategies
Defensive Strategies
- Deploy a bunch of Artillery around your base and give it lots of air defenses
and you'll have one good base defense.
- Build walls around all non-production structures to prevent engineer rushes.
- You need lots of SAM sites for anti-air defense as GDI players are notorious
for building 30+ Orca bombers.
- Always have a charged E.M.P. cannon ready to fire at incoming tanks.
- Obelisks of Light are your best friends.
Offensive Strategies
- Build an Obelisk of Light and load up an APC with 4 engineers and 1 Cyborg
Commando. Go underground and surface next to the Construction Yard and capture
it. Build the Obelisk next to it and build a barracks. Then capture the base
from the inside out.
- Buy a bunch of artillery and rocket soldiers, then go close to the enemy's
base and deploy the Artillery, and blow away the enemies base. If any units
attack the artillery the artillery can blow them away. If air units attack the
rocket soldiers can kill them.
- Buy a bunch of tick tanks and rush the enemy's base, but expect heavy losses
this way.
- Drive a few stealth tanks into the enemy's base and take out a few
structures. Just remember base defenses and infantry can detect stealth
tanks...
- Buy a bunch of Banshees and take out their key structures, including the
Construction Yard, War Factory, and Tiberium Refinery.
- Get a bunch of Devil's Tongues and surface them in the middle of the enemies
base and take out key structures, but be careful because the devils tongues
flames hurt other devils tongues.
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GDI Strategies
Defensive Strategies
- You should get a fair amount of SAM towers to defend against Banshees.
- GDI should watch out CONSTANTLY for subterranean units by having a mobile
sensor array. The minute you detect any subterranean units send men to
intercept.
- Build lots of RPGS and Vulcan cannons around your base and place a bunch of
Titans around it.
- Always have a charged E.M.P. cannon ready to fire at incoming tanks.
Offensive Strategies
- Buy a LOT of Orca Bombers and layer the enemy base.
- Buy a bunch of Titans or other heavy tank and attack the enemy base but
expect heavy losses especially if the enemy has artillery.
- Use Orca Carryalls to transport an attack force into a base with little anti
air defense.
-Use an Orca Carryall to drop a APC with engineers into an enemy base to take
it over from the inside out.
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Nod Missions
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GDI Missions
Mission 1
Objectives:1. Build a Tiberium Refinery
2. Build a Barracks
3. Destroy all Nod forces
Watch the scene and then move all your soldiers inside your base. Build a
Tiberium Refinery and Barracks. By now several pairs f soldiers should have
attacked. When your harvester goes out it will be attacked so send your
Wolverines to kill the soldiers. Now scout around the tiberium and kill any one
you find. Now take all your Light Infantry and follow the road North and over a
bridge to find a Hand of Nod and Power Plant with a few soldiers and Attack
Buggy defending it. Destroy them all to complete the mission, if you don't
complete it search for more Nod men that haven't been killed.
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Firestorm Section
This section will have its own table of contents, its like another FAQ inside
this one.
Table of Contents
1. GDI Section
I. New Units=Done
II. Mission Walkthroughs
2. Nod section
I. New Units=Done
II. Mission Walkthroughs
1.GDI Section
I. New Units
The units guide will follow this format
(Name)(Cost)(Rating)(Armor)(Description)
Mobile E.M.P. Cannon: 1000: 1/5: Light: This unit when deployed shoots out a
very small E.M.P. blast but is so small it doesn't do much unless your right
inside the enemies formation.
Juggernaut: 950: 5/5: Medium: This a really good unit, it is basicly GDI's
version of artillery, it must deploy before it can fire and it shoots three
shells instead of one but each shell is less powerful.
Limpet Drone: 550: 2/5: Light: This is a mine type unit. If you tell it to
deploy it will burrow in the ground and when an enemy units passes nearby it
will attach to the enemy unit and slow it down along with reveal any terrain
the units goes through. It is basicly like a bug, it DOES NOT damage the enemy
unit or make it malfunction. It can only be removed by a Mobile Repair vehicle
or a Service Bay.
Mobile War Factory: 2000: 5/5: Medium: This is a good unit, when you deploy it,
it turns into a War Factory but you cant build next to it. It is good for
taking the fight to the enemy. Deploy it next to the enemy base and make units
right next to their base.
Drop Pod Control Plug: 500: 4/5: N/A: 25: This is a new GDI upgrade center
add-on. It allows you to drop soldiers across the battlefield. The number of
men ranges from 4-8. They are all elite(stars) and their drop pods shoot as
they come down. You must have two Upgrade Centers to have all three add-ons.
II. Mission Walkthroughs
Coming Soon
2. Nod Section
I. New Units
Fist of Nod: 2000: 5/5: Medium: This is a good unit, when you deploy it, it
turns into a War Factory but you cant build next to it. It is good for taking
the fight to the enemy. Deploy it next to the enemy base and make units right
next to their base.
Limpet Drones: 550: 2/5: Light: This is a mine type unit. If you tell it to
deploy it will burrow in the ground and when an enemy units passes nearby it
will attach to the enemy unit and slow it down along with reveal any terrain
the units goes through. It is basicly like a bug, it DOES NOT damage the enemy
unit or make it malfunction. It can only be removed by a Mobile Repair vehicle
or a Service Bay.
Mobile Stealth Genarator: 2000: 4/5:Light: This is a vehicle, when deployed
creates a stealth field that is fairly small but when used in large numbers can
conceal large bases and forces.
Reaper: ?: 3/5: Medium: This is a new cyborg type and it can heal in tiberium.
It shoots a net to kill men and a scaled down multi-missile against structures
and vehicles.
II. Mission Walkthroughs
Coming Soon
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Credits
- To Westwood for making this game.
- To CJayC for maintaining Gamefaqs and posting this FAQ.
- To you for reading it.
- For Mission walkthroughs see my upcoming Guide.